Pirate Captain

Medium or Small Humanoid, Neutral

AC 17 Initiative +7 (17) HP 84 (13d8 + 26) Speed 30 ft.
STR 10 +0 +3
DEX 18 +4 +7
CON 14 +2 +2
INT 10 +0 +0
WIS 14 +2 +5
CHA 17 +3 +6
Skills
Acrobatics +7, Perception +5
Gear
Pistol, Rapier
Senses
Passive Perception 15
Languages
Common plus one other language
CR
6 (XP 2,300; PB +3)

Actions

Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.

Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.

Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.

Bonus Actions

Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.

Reactions

Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.